This interview that I did at QuakeCon just got posted. It covers a lot of ground; there’s some personal history from the game industry, plus discussion of where AR/VR is headed and why the whole area is interesting to Valve.
Michael Abrash is the author of several books, including Zen of Code Optimization and Michael Abrash's Graphics Programming Black Book, and has written columns on graphics and performance programming for several magazines, including Dr. Dobb's Journal and PC Techniques. He was the GDI programming lead for the original version of Windows NT, coauthored Quake at Id Software with John Carmack, and worked on the first two versions of Xbox. He is currently working on R&D projects, including wearable computing, at Valve. He can be reached here.
Why virtual isn’t real to your brain
May. 15 2013
Slides from my Game Developers Conference talk
Mar. 30 2013
Game Developers Conference and space-time diagrams
Mar. 20 2013
A Good Post by John Carmack about Latency
Feb. 23 2013
Raster-Scan Displays: More Than Meets The Eye
Jan. 28 2013
Latency – the sine qua non of AR and VR
Dec. 29 2012
A bit of housekeeping
Dec. 2 2012
When it comes to resolution, it’s all relative
Nov. 27 2012
Valve in the New York Times
Sep. 11 2012
Virtual Insanity at QuakeCon
Aug. 10 2012
An Interview from QuakeCon
Aug. 9 2012
Why You Won’t See Hard AR Anytime Soon
Jul. 20 2012
The New Valve Economics Blog
Jun. 15 2012
Do What You Love
Jun. 7 2012
What Valve Looks for When it Hires
Apr. 27 2012
I’m Not Dead, Just Buried
Apr. 19 2012